TRI Mike
Well-Known Member
Over the course of the months since the game has been out, I think I've used Tina the most (though my favorite is Helena. lol) and I used to play people like Doa_Eater and others from outside the site who were pretty good. We came up with some amazing CB set-ups, stuns, safe moves and even forced tech but we've never mentioned our favorite moves with her. So here's my personal top 10:
1) and any of its enders. They're quick, easy ways to stun and lure a hold animation to throw or an easy launcher. It's unsafe in block though.
2) is my favorite launcher with Tina. Seems fast and most people tend to fall for it quickly. Some of her best juggles are easier if we launch with this. Also unsafe in block at -8
3) is a quick string that ends in a high kick laucher, it can also be changed to 9PP for mix-up purposes.
4) Guard break for + frames, excellent range and good to start offensive against people who block a lot.
5) Nice throw guaranteed if the kick hits. It can also be done from 6PP6KH+P
6) WR is her strongest standing grab. It can take 50% life bar in HCT by itself, excellent to punish holders
7) Another amazing option for hold punishing, weaker than the WR one but easier to do.
8) is great for punishing unsafe moves she might block.
9) is great to cause wall slam and get in in open space, it's a little slow though.
10) Great range, guarantees a ground grab or FT and it's safe.
1) and any of its enders. They're quick, easy ways to stun and lure a hold animation to throw or an easy launcher. It's unsafe in block though.
2) is my favorite launcher with Tina. Seems fast and most people tend to fall for it quickly. Some of her best juggles are easier if we launch with this. Also unsafe in block at -8
3) is a quick string that ends in a high kick laucher, it can also be changed to 9PP for mix-up purposes.
4) Guard break for + frames, excellent range and good to start offensive against people who block a lot.
5) Nice throw guaranteed if the kick hits. It can also be done from 6PP6KH+P
6) WR is her strongest standing grab. It can take 50% life bar in HCT by itself, excellent to punish holders
7) Another amazing option for hold punishing, weaker than the WR one but easier to do.
8) is great for punishing unsafe moves she might block.
9) is great to cause wall slam and get in in open space, it's a little slow though.
10) Great range, guarantees a ground grab or FT and it's safe.